Elves: Sea/Emerald

Sea elves are isolationist by both their nature and the physical location of their settlements, although they are not quite as reclusive as the wood elves. Their trust does not extend far beyond their clan and others of their kind, and their communities are very tightly-knit. Sea elves could have eye colors including turquoise, white, black, blue, green, and rarely silver. Their hair is usually thick and somewhat stringy, and some aquatic elves have a rough hair texture. It could be blue-green, emerald green, blue, black, silver, or even occasionally red. Warriors clip their hair short, but other aquatic elves wear it long and flowing. Females in particular sometimes grow their hair up to 4 feet long.   Some surface Elves refer to the Emerald Elves as Jade Elves as they feel that they are traitors to their race. Their history starts at the end of the Second Age, Godswar, when The Great Rupture happened. Many port cities of the elves were flung far and deep into the waters. Forgotten by their gods, thought to be dead, they were found by a draconic entity living deep in the Arctic Ocean (south of Archeron at that time). The cities were saved by High Magic but it wouldn't be long before they would fall under the immense pressure. The entity, calling itself the Great Jaw, called out to them, proposing a way to save them by turning them into aquatic creatures. Some cities accepted their fate and were destroyed by the ocean, while others agreed and were changed into the Emerald Elves. For many centuries, they would live deep in the ocean floor, not caring about the surface, until their savior asked them to help. During the War of the Underworld, the Sea Elves secretly helped the Drow invade the Elven Lands by destroying many ships. The Emerald Elves didn't care about their surface cousins, thus they had no problems murdering many elven sailors in that war. This conflict wouldn't subside, even in the Fourth Age, The Calamity but the frequency of attack is smaller than those made by the Drow as the Emerald Elves care only about the oceans. When the continent of Archeron shattered, the Arctic Ocean expanded north, and the race started to appear more frequently, especially those travelling through the Archeon Islands.  

On Tethys

They tend to be isolationist, trying to keep to themselves. Sometimes however they would spring a member of their race, who would trade with the surface creatures, mainly in ports or on trade routes. Some Emerald Elves have sea ships but they use them as vantage or observation points. They do not have one great nation, preferring to consist of many smaller nations or large tribes scattered around the oceans' floors. It is speculated that they are fierce guardians of the Titancorpse Glacier as there might be something under it, like their savior - Great Jaw. The surface elves and the Sea elves do not like each other and their relations are almost always hostile, each for their own reasons, thus they sometimes accept mercenary work as pirates or to attack elven vessels.  

First World

There were no Sea Elves on the First World.
Genetic Ancestor(s)

Elf (Sea)

Ability Score Increase Dex +2; Con +1
Size Medium
Speed 30 ft., swim 30 ft.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.   Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.   Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.   Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.   Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.   Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.   Extra Language. You can speak, read, and write Aquan.

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